Heres the rules for 2nd ed Necron Immortals, they are fan made though.
Necron Immortals - 54 pts per model.
M WS BS S T W I A LD Sv
4 4 4 4 5 2 2 1 10 2+
Repair
Leadership
Disruption zone
Squad: 3-10 Necron Immortals
Weapons: Gauss Blaster
Armour: 2+ on 1D6
Repair
When a Necron loses their last wounds do not remove it but lay it down where it fell. It cannot be harmed in any way but at the start of each Necron turn roll a D6.
1 - Vanishes. Remove the model
2-5 - leave it and roll again next Necron turn
6 - Repaired. Model can immediately move and fight as normal. May not be able to shoot if not in coherency with a friendly Necron.
Coherency
Necrons that are repaired and are not in 2" coherency must endeavour to come within coherency with a Necron unit or model of the same kind. Model may not shoot if not in coherency.
Leadership
Necrons automatically pass any and all Leadership tests.
If the entire force is reduced to 25% of original size, it vanishes and the Necrons are automatically defeated. Models knocked down but not removed are counted as dead for this purpose.
Disruptor zone
Extends 6" from each Necron. Within the field:
Vehicles and dreadnoughts can only move if they first roll 4+ on a D6. If they pass, they can only move at half speed, if they fail they cannot move at all.
Any weapon attempting to shoot suffers a -1 to hit for each Necron within 6". Applies to Tyranids, as well as Deamons.
Models in hand to hand cannot use the strength of any weapon they carry; they must use their own strength.